Seashore Retreat [Revisited]

Merry Christmas and a Happy New Year to all you readers and followers out there!
More importantly, thank you for all your support for the past 2 years (yes! it’s been that long).

This post commemorates the overly powered Seashore Retreats (or ‘Shore’ in short) which has become the reigning SH within the span of the last month, and effectively surpassing Nettles in popularity. Such is undoubtedly courtesy of the numerous Kringle and Candy Cane Corvus (CCCorvus) from the paid Holiday chest and recent Xmas Legendary Hunts.

Special shout out to my guildmates from Singapore Guild for their long-term support and discussions of different strategies about how to clear or build this stronghold.   Continue reading “Seashore Retreat [Revisited]”

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Valenthian Guardhouse: Revisited

This took much longer than expected, but here it is: the Valenthian Guardhouse post revisited.

With minion mastery well established after several updates, Strongholds have gotten much stronger to the extent of (finally?) being able to defend. 30k stats strongholds are now more common and these pose a threat to even players in gear of the stronger element.

Thus, this will be part of an ongoing series of posts to update my older trap room posts to be more relevant in the current update’s context. While these might get eventually outdated in the long run, hopefully these will provide a basis as to how to formulate strategies to build or raid such trap rooms in the future.

(And yes, I realised my previous Guardhouse post was before SH v2.0, so I’ve got my work cut out for me.)

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New Trials: First Impressions

The update has just dropped and amongst the changes, we’ve gotten ourselves a brand new map for Trials of Elements (or ToE for short).

This post will be a quick review of the new ToE and what kind of first-impression changes which I’ve observed thus far. Although at first glance it might seem like an aesthetical makeover, there are quite a number of underlying revisions and improvements which they’ve done since the last map.

As for the actual drawn maps themselves, I’ll probably develop them in another post. (And hopefully someone doesn’t copy it without crediting again :/)

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Minion Mastery

The new update has dropped and so has my unannounced lengthy hiatus. Hopefully I’ve not lost my touch on writing the blog posts. 🙂

Besides the many features that have been introduced, let’s cover the minion mastery first since it’s probably going to impact everyone the most. This post will cover the basics of minion mastery and what would we expect out from this new feature.

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Spirius Expellius

Probably one of the more challenging instances in DH5 at the moment, the Spirius of ToE Waypoint 71 presents a hassle to most players due to its immense levels of healing, making it almost unkillable to some extent.

This has been so much so that many of whom have resorted to attempting to skip it entirely, to which I would point you to Book’s ToE map for navigation. It presents the percentages of Champion spawning in each sector of the map, allowing you to find out what’s the most optimal route to take.

But for those who are well-equipped enough (in terms of gears, potions and time) to take on this fight, here is a post of how to best the Spirius in her own game.

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Updated Strategies Pt.2

Now that we have covered the changes, the next part looks into what actually has been impacted and what exactly do we have to look out for. This will also include strategies to cope with the modifications in combat mechanics.

For those who have yet to see the earlier post about the changes from the most recent update, do give it a read here before proceeding.

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A Legendary Evaluation

While I would very much like to talk about the new update today, this post is dedicated to the first two legendary belts, Immortals’ Justice (IJ) and Ice Stalagmites (IS) – something which my guildies and friends have recommended for a while.

This post will assess and discuss the traits, use and viability of these two, showcasing certain strategies of how they are able to be used and which scenarios are good to use them in. It will also do an overall comparison between the two at the end as to why one of them is so largely preferred over the other.

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Ruby Temple [Revisited]

Since the later half of 2016, a good number of my posts have been registered as defunct and outdated due to the massive changes in gameplay mechanics and strategies. Combat, stronghold and the way to select and customise gear are now much different from the way they were since the time of writing.

In this post, and many others down the line, I’ll be working on reviewing and updating the old posts starting with the stronghold ones. This will be seen as a replacement to the original entries.

ruby-title

For this scenario, let us start with the Ruby Temple, one of the strongest fire-based trap rooms currently existing in DH5.

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Spring Festival 2017

28th January marks the start of 2017’s Lunar New Year (also known as ‘Spring Festival’ and ‘Chinese New Year’), which commemorates the start of the year based on the lunar calendar. This 15 day long event is celebrated by Chinese all over the world, and is a time for families return to their home countries and gather with their families in celebration (source).

Like last year, DH5 also presents their version of celebration in the form of a special event (Wanted Challenge), but is much much more generous compared to 2016’s edition. Hence, similar to the Halloween post last year, this will briefly review the event with emphasis on the cultural ties it has to the real-life festival.

Be warned, this will cover more than just traditional customs and folklore so hopefully you’re in for a relatively long read.

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Trial Optimisation

Amidst the SHv2.0 commentaries (and recent update to the fresh new interface of Google Chrome), I decided to work on something currently less spoken about, yet still on everyone’s daily to-do list: Trials of Elements.

(Edited on 18/09 – Corrected map with new info on certain minions and a segment on persistent zone skills)

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